Im confused. I thought the issue we were trying to fix is lag, directly correlated to players NOT terminating monsters they agro, and specifically in this thread to carrot/stick said behavior to cause less server effort.
How does decreasing player speed accomplish this? Yes, they can, and sometimes do, go hand in hand, but all of my guild play kills what we agro 95% of the time. Pugs are a little different, but I'd say 80% of those do too. Some, as mentioned before have 1 or 2 people who zerg to the end leaving literally everyone who can't keep up back in the mess of the DA.
I guess what I'm asking... Or saying... Is this: your question,
@Cordovan is, to me, addressing something very different than
@Torc 's question of:
-Our lag problems are less about fighting monsters, then running from monsters and leaving them far behind. The bottle neck is in the path system doing long paths as the player gets far away
So which is it? Are fast players causing lag (for whatever reason, like the server can't handle the load of so many people accomplishing so many things) or is the problem agro'd monsters?